Not using colorkey at all. Just changed .scale to .smoothscale.
I'll attach a couple small images later.
Charlie Nolan wrote:
No, you want to avoid a colorkey when scaling. Without seeing the
artifacts, it's hard to say, but I suspect that your problem is that
you're currently using a
Thank you, Jake and Charlie. I appreciate your responses. I don't
think I have to change anything. The concern was storing explicit
copies in the list versus pointing. All clear now. Storing 360
elements of red stone is the same as 5 so long as I load it only once.
That's what I hoped and
On Monday 16 June 2008 01:42:37 Nirav Patel wrote:
Both YUV and HSV would be very useful for vision, but I don't think
there's a clean solution to it.
You could choose to simply pass back in a Buffer[1] what you managed to
get from the camera without conversion as well. As long as you made it
Chris wrote:
The image is assigned like...
red_stone = game_image (red_stone.png)
Later, it goes into the list like...
board_layout.append ([red_stone, (x, y)...])
So is a copy of red_stone in the list or just a pointer?
That particular question can be answered based on the
principles of
Any interest in this? Shapes with alpha blending would be very nice
for simple games.
On Sat, Jun 14, 2008 at 10:22 PM, Forrest Voight [EMAIL PROTECTED] wrote:
This patch adds complete support for SDL_gfx primitive drawing to
pygame. It adds a new module named gfx which has many functions to
awesome!
I haven't seen this before... Maybe the other email didn't make it to
the mailing list?
Can you please resend the patch?
cheers,
On Wed, Jun 18, 2008 at 2:14 PM, Forrest Voight [EMAIL PROTECTED] wrote:
Any interest in this? Shapes with alpha blending would be very nice
for simple
OK, I'll work on unit tests and a version check.
On Mon, Jun 16, 2008 at 11:52 AM, Lenard Lindstrom [EMAIL PROTECTED] wrote:
Maybe the test could write a sine wave to a StringIO, load it, then use
get_buffer (sound objects do have get_buffer now, right?*) to check it.
Lenard
* Sorry, I
Hi,
I was wondering if there is a way to get a simple text entry dialog on a
pygame+opengl surface. I've tried several and all of them seem to
dislike doing a .blit on a opengl surface and crash badly whenever I do
anything on it. Are there simple alternatives?
Thanks
Astan
--
Formulations
hi,
Lamina allows you to use any pygame 2d gui with opengl.
http://pitchersduel.python-hosting.com/browser/branches/Lamina/
It's fairly easy to use, and comes with demos for ocempgui and pgu.
cheers,
On Wed, Jun 18, 2008 at 2:58 PM, Astan Chee [EMAIL PROTECTED] wrote:
Hi,
I was wondering
Oh, I misunderstood what it is that you were going for. Suggestion 3
is just a function like Camera.get_raw() that would return a string of
the buffer. It would add like a dozen lines of code, and it would
indeed be useful for integration with other libraries.
Going to HSV is still a necessity
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